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Modifying models to allow importing to Machinimation


redfella

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I have been recently messing around with the Machinimation tools that came out about 8 months ago (with the Game Over demo). Imo, the Machinimation software is really nice. It lets you do a lot of great things with cameras, actors, events, lights, etc. etc. (If you don't know what Machinima is, google it!)

 

Anyways, one of the greatest parts about the Machinimation program is that allows you to import custom maps (for sets), and models (for characters). I tested this possibility out by importing the q3 Klesk player model (/baseq3/pak0.pk3/models/players/klesk) and it worked flawlessly. I got Klesk in Machinimation with no problems at all.

 

So I figured that I should be able to fire up Jedi Academy and do the same thing (being that JA is using the q3 engine). However, upon browsing the assests1.pk3 file, I discovered that Raven totally modified the directory structure for player models (from q3). Instead of using the standard; head.md3, lower.md3 and upper.md3 files for the models, they are using some complicated methodology using .xsi.

 

Ok, now here is where my problem lies... To be able to import models into Machinimation, the models NEED to be in the standard; head.md3, lower.md3 and upper.md3 file structure. Is there any way possible to modify Raven's models so I can import them to Machinimation?

 

If anyone could help, it would be greatly, greatly, greatly appreciated. Thanks.

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hey Lil Killa!

 

I understand the principals of what you just said, however, I would not be able to excute that in practice. I have little to no experience in modeling in general... Let alone hacking model file structures.

 

Would you be so kind to do a run-through and see if it works? That would be greatly apprecieted (more than you'd realize ;) ), and I will owe you one.

 

Thanks in advance.

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